Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135...

18
Mobile Device Interaction with Force Sensing James Scott, Lorna M. Brown , and Mike Molloy Microsoft Research, Cambridge, UK Abstract. We propose a new type of input for mobile devices by sens- ing forces applied by users to device casings. Deformation of the devices is not necessary for such “force gestures” to be detectable. Our proto- type implementation augments an ultra-mobile PC (UMPC) to detect twisting and bending forces. We describe examples of interactions using these forces, employing twisting to perform application switching (alt- tab) and interpreting bending as page-down/up. We present a user study exploring users’ abilities to reliably apply twisting and bending forces to various degrees, and draw implications from this study for future force- based interfaces. Keywords: Force, sensors, mobile devices, interaction. 1 Introduction Many pervasive computing applications rely on mobile devices. To give three ex- amples, such devices can be used in the control of intelligent environments, they can be used to locate users and objects and provide location-aware applications, and they can be used for communications to support applications requiring per- vasive connectivity. Thus, improving users’ experience of interacting with mobile devices is a key ingredient in pervasive computing. For mobile devices such as tablet or slate PCs, ultra-mobile PCs (UMPCs), PDAs, or new smart phones such as the iPhone, much of the surface of the device is devoted to the screen. The trend for increasing screen sizes is continuing, since larger screens facilitate better information presentation. However, since users also want their devices to be small, less and less space is available for physical controls such as numeric or alphanumeric keys, buttons, jog dials, etc. While these devices typically have touch-sensitive screens, dedicating a portion of the screen to an input interface reduces the available screen area for information presentation. In contrast, the sensing of physical forces made by the hands grasping a mobile device can provide an input mechanism for devices without taking up screen space or requiring external controls mounted on the surface area of on the device. By sensing forces such as bending or twisting that users apply to the device casing itself, input can be provided to the device’s operating system or applications. The body of the device does not need to actually bend for forces to be detectable, so this sensing mechanism is compatible with today’s rigid devices. Now at Vodafone. H. Tokuda et al. (Eds.): Pervasive 2009, LNCS 5538, pp. 133–150, 2009. c Springer-Verlag Berlin Heidelberg 2009

Transcript of Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135...

Page 1: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing

James Scott, Lorna M. Brown�, and Mike Molloy

Microsoft Research, Cambridge, UK

Abstract. We propose a new type of input for mobile devices by sens-ing forces applied by users to device casings. Deformation of the devicesis not necessary for such “force gestures” to be detectable. Our proto-type implementation augments an ultra-mobile PC (UMPC) to detecttwisting and bending forces. We describe examples of interactions usingthese forces, employing twisting to perform application switching (alt-tab) and interpreting bending as page-down/up. We present a user studyexploring users’ abilities to reliably apply twisting and bending forces tovarious degrees, and draw implications from this study for future force-based interfaces.

Keywords: Force, sensors, mobile devices, interaction.

1 Introduction

Many pervasive computing applications rely on mobile devices. To give three ex-amples, such devices can be used in the control of intelligent environments, theycan be used to locate users and objects and provide location-aware applications,and they can be used for communications to support applications requiring per-vasive connectivity. Thus, improving users’ experience of interacting with mobiledevices is a key ingredient in pervasive computing.

For mobile devices such as tablet or slate PCs, ultra-mobile PCs (UMPCs),PDAs, or new smart phones such as the iPhone, much of the surface of the deviceis devoted to the screen. The trend for increasing screen sizes is continuing, sincelarger screens facilitate better information presentation. However, since usersalso want their devices to be small, less and less space is available for physicalcontrols such as numeric or alphanumeric keys, buttons, jog dials, etc. Whilethese devices typically have touch-sensitive screens, dedicating a portion of thescreen to an input interface reduces the available screen area for informationpresentation.

In contrast, the sensing of physical forces made by the hands grasping a mobiledevice can provide an input mechanism for devices without taking up screenspace or requiring external controls mounted on the surface area of on the device.By sensing forces such as bending or twisting that users apply to the device casingitself, input can be provided to the device’s operating system or applications.The body of the device does not need to actually bend for forces to be detectable,so this sensing mechanism is compatible with today’s rigid devices.� Now at Vodafone.

H. Tokuda et al. (Eds.): Pervasive 2009, LNCS 5538, pp. 133–150, 2009.c© Springer-Verlag Berlin Heidelberg 2009

Page 2: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

134 J. Scott, L.M. Brown, and M. Molloy

In this paper, we describe the concept of force sensing as a user input. Wedetail our prototype implementation based on a UMPC using thin load sensors.We present examples of device interactions where force sensing may prove useful,namely to provide functionality normally associated with shortcut keys suchas alt-tab and page-down/up on mobile devices without keyboards. We thendescribe our user study into the capability of users to control the forces appliedto devices, allowing us to evaluate the usefulness of force sensing as an inputmechanism.

2 Related Work

In the past decade there has been a move to consider new interaction techniques formobile devices beyond the use of physical or virtual on-off buttons, including workusing accelerometers, e.g.Rekimoto [1] andHinckley et al. [2], or inertial sensing [3].

The Gummi concept and prototype [4] propose a vision for a fully flexiblemobile computer. The elastic deformation of such a device can be used to interactwith it, e.g. to zoom in and out by bending it like a lens. Our work differs in thatusers do not actually bend the device significantly when they apply forces to it,allowing for simpler integration with current device designs which incorporatemany rigid components.

Previous work on force sensing for rigid devices uses direct pressure (see Fig-ure 1, top left), whereas our work explores several different types of forces suchas bending and twisting (Figure 1, bottom left and right). Researchers at XeroxPARC used pressure sensors [5] both as a physical “scroll bar” so that squeez-ing 2/3 of the way along the top edge would navigate 2/3 of the way alonga document, and to detect which side a user was gripping a device to inform“handedness-aware applications”. Direct pressure input has also been exploredin the context of a touchpad [6] or touch screen [7]. Jeong et al. [8] also useddirect pressure applied to a force sensor mounted on a 3D mouse to controlmovement speed in virtual environments.

A number of input devices have been proposed which use force sensing invarious ways but do not have any computing or display electronics. The Hapticmedia controller by Maclean et al. [9] uses orthogonal force sensing (using straingauges) to sense forces applied to different faces of a thumb wheel in additionto rotation of the wheel to provide richer interactions. The haptic rotary knobby Snibbe et al. [10], which can sense the rotational forces applied by a user.TWEND [11] and Bookisheet [12] are flexible input peripherals which can sensethe way they are bent.

Another related field of work is that of Tangible User Interfaces [13], whichif defined widely can include any type of physical UI such as force sensing. InFishkin’s terminology [14], the current focus of our work is on “fully embodied”interaction in that the output is shown on the device itself, in contrast to theinput-only systems above. However, our ideas could in future also be applied toaugment passive objects while retaining their rigidity, e.g. to provide computerinputs for the control of intelligent environments.

Page 3: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 135

Fig. 1. Four force gestures that can be sensed

3 Sensing User-Applied Forces

Physical forces that users apply to device casings can be sensed and used asinput for applications or the operating system running on such devices, withgraphical, audible, haptic or other types of feedback provided to the user. Suchforces can be detected with a variety of sensors including load sensors whichsense direct mechanical compression between parts of the casing, strain gaugeswhich sense the elastic stretching of the case due to the force applied, or pressuresensors sensing gaseous or liquid pressure in a channel in the device.

Users can apply various types of force, with four examples shown in Figure 1.Each force can be applied in two directions (the way indicated by the arrowsand the opposite directions), and can be applied to a variable degree. Forces canbe applied along different axes (e.g. vertically as well as horizontally) and todifferent parts of a device. Thus, force sensing can potentially be a rich source ofinput information and is not limited to the simple presence or absence of force.In this work, we focus on two of the forces shown, namely bending and twisting.

Unlike with flexible technologies such as Gummi, detecting force does not re-quire that the device must actually bend significantly, or be articulated arounda joint. The device can be essentially rigid, with only very small elastic deforma-tions due to the applied pressure. This is crucial as it allows force sensing to bedeployed in many types of device which rely on current-day components such asLCD screens or circuit boards which are rigid, and avoids the need to use lessmature or more expensive flexible technologies in a device.

3.1 Qualities of Force Sensing Input

Force sensing has some intrinsic qualities that make it an interesting alternative toother forms of input. With force sensing, the user interacts with the casing of thedevice, turning an otherwise passive component that just holds the device togetherinto an active input surface. Forces applied to the casing are mechanically trans-mitted through it and parts attached to it. Therefore, unlike for physical controls

Page 4: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

136 J. Scott, L.M. Brown, and M. Molloy

such as keys or dials, force sensors do not necessarily need to be located at the ex-ternal surface of the device in the part of the device that the user holds, and devicecases can be made with fewer holes for physical switches, which can facilitate morerobust, more easily manufactured, and smaller form factor devices. Force sensingshares this advantage with accelerometer-based input and similar sensors.

Another advantage of force sensing over other physical controls is the ability toapply an input in many places or ways. When physical controls are present on adevice, their positions lead to an implied orientation and grip for the device, whilewith force sensing, the device can be easily made more symmetric, allowing a deviceto avoid having an intrinsic “right way up” which may be useful in some scenarios.

We can also compare force sensing with other types of input such as touchor multi-touch input on the screen, the use of accelerometers or other physicalsensors, etc. Compared to shaking or tilting the device or using a touch screen,force sensing allows the screen to be kept at the most natural viewing angle,unobscured by a finger or stylus. During force sensing input the device can beessentially stationary, thus inputs can be made subtly which may be useful insome situations (e.g. during a meeting).

One potential disadvantage of force sensing is its ability to be triggered acci-dentally, e.g. while the device is being carried or handled. This is in common withmany other input mechanisms for mobile devices, such as accelerometer-based,touch-based or even button-based. With force sensing, it may be necessary to usea “hold” button or “keylock” key-combination for users to indicate that input(including force sensing input) should be ignored.

Another disadvantage of force sensing may be in the need for using two hands,which is the mode of operation of our prototype based on a UMPC (see be-low). One can envision one-handed use of force sensing, e.g. using another ob-ject/surface as an anchor, or using a device small enough to both support andapply forces to in a single hand. However, the desirability and usability of thisfor input remain questions for future work; advantages such as the ability tokeep the screen at the correct viewing angle and unobscured may be lost.

A further issue with force sensing is in the effects of repeated shearing andbending forces that the user applies to the device over time. While this mayresult in higher mechanical demands on the casing of the device, there is also anadvantage to the device being “aware” of its physical environment, so that it canwarn the user (e.g. audibly) if excess forces are applied, either during force-baseduser interface actions or otherwise (e.g. placing heavy books on the device).

Although this section compares force sensing to other forms of input, it is impor-tant to note that an either-or decision is not implied, as many input mechanismscan be built in to the same device. Mobile computers are general-purpose toolswithmany applications, and thus the inputs required are complex. By employing multi-ple input mechanisms with separate functionalities, we can avoid overloading anyone input mechanism. The best choice of input mechanism at any given time willdepend on the application, the user, the usage scenario, the environment/contextof use, and so on. Thus, we present force sensing as a mechanism to add to therichness of input on a device rather than a way of replacing another input.

Page 5: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 137

Fig. 2. Force sensing prototype using augmented UMPC

4 Prototype Force Sensing Hardware

We built a prototype force sensing device by augmenting a Samsung Q1 UMPCwith a custom additional casing incorporating four force sensors, as shown inFigure 2. We used an additional casing rather than an integrated solution forfeasibility reasons; UMPCs are tightly packed with components and have pre-cisely fitted cases, making it difficult to incorporate force sensing hardware inter-nally. However, in an device with force sensing designed in from the beginning,an additional casing would be unnecessary. We pilot-tested both strain gauges(which detect tension forces) and pressure sensors (which detect compressionforces) and found the latter to be easier to obtain useful data from and easier tointegrate in the mechanical construction of a first prototype.

The additional casing comprises an exterior acrylic section made of layerscut with a laser cutter, screwed together and hand-filed to round the corners.This tightly surrounds a central hand-cut metal layer (magnesium alloy) whichis rigidly attached to the body of the UMPC at the same screw points that holdthe top and bottom half of the UMPC casing together.

For the force sensors we use four FlexiForce 0-25 lb load sensors from TekScanInc. These are small (the sensing area is 10mm wide and can be made smaller)and thin (0.2mm) making them simple to incorporate into the prototype, andin future work to incorporate into a redesigned device casing. The force sensorsare placed tightly between “tongues” on the metal layer and the acrylic layers(using blobs of epoxy to make sure of a good fit), two on each side of the metallayer, at the top and bottom. The placement of the force sensors and shape ofthe tongues and casing are dictated by the forces that we intended to sense; thisprototype was built to sense “twist” and “bend” gestures (see Figure 2).

The Flexiforce sensors lower their electrical resistance from over 30 MΩ whenno pressure is applied to around 200 kΩ when squeezed hard between a thumband finger. We apply a voltage to one contact of each Flexiforce sensor andmeasure the voltage at the other, with a 1 MΩ pull-down resistor. These voltagesare measured in the prototype using analog to digital converters in a Phidgets

Page 6: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

138 J. Scott, L.M. Brown, and M. Molloy

Analog Interface Kit which is attached to the back of the UMPC (as shown inFigure 2) and software on the UMPC queries the force values through a USBinterface.

4.1 Determining Force Gestures Using Sensors

With load sensors we can detect only compression forces. We could, of course,preload a sensor so we can detect release from compression, or even load a sensorto halfway to detect both compression and release of compression. However,initial experiments showed this to be unreliable since friction causes the “zero”point to move each time the device is manipulated. Therefore, the prototypedesign senses only compression.

When building the casing described above we had intended to sense each ofthe four gestures (twisting and bending in two directions each) using the sum ofinputs from two force sensors. Twisting in each direction should compress twodiagonally opposite sensors, while bending should compress either the two frontsensors or the two back sensors. The initial gesture magnitude calculations weretherefore done according to the following rules:

TwistClockwise = BottomBack + TopFront

TwistAnticlockwise = BottomFront + TopBack

BendTowards = TopBack + BottomBack

BendAway = TopFront + BottomFront

where TwistClockwise etc are the gesture magnitudes and TopFront etc indi-cate the raw sensor values (which rise with increased pressure). However, thisdid not work as well as expected. After some experimentation, we found thatpressure was concentrated at the edges of the metal tongues and not centred onthe tongues where we had placed the force sensors. We derived a more optimalpositioning whereby the top tongue’s two sensors were placed at the side edgeof the tongue, to best detect the bending gestures, while the bottom tongue’stwo sensors were placed at the top and bottom edges of the tongue, to bestdetect twist gestures. Thus, the second term in each of the equations above wasremoved. However, while this greatly improved the true positive rate, it did noteliminate false positives, i.e. the sensors also sometimes trigger when the wronggesture is applied, e.g. the BottomFront sensor indicating TwistAnticlockwisewould sometimes trigger for BendAway. We therefore further modified the rules,such that when two sensors trigger, the gesture detected corresponds to theone compatible with these two sensors, and the other gesture is “damped” bysubtraction. This results in reliable performance in practise.

TwistClockwise = BottomBack - TopBack

TwistAnticlockwise = BottomFront - TopFront

BendTowards = TopBack - BottomFront

BendAway = TopFront - BottomBack

4.2 Interaction Using Force Sensing

Force sensing is a general input mechanism providing a number of scalar valuesthat can be mapped onto any desired functionality. To illustrate the potential

Page 7: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 139

Fig. 3. Two examples of force-based interactions: (left) bending for page turning and(right) twisting for application-switching, with visual feedback

usefulness of force sensing, we built demo software showing how it can be usedfor one class of interactions, that of replacing “shortcut keys”.

Our motivation for considering this example compelling is as follows. Mobiledevices such as UMPCs are capable of running applications that desktop PCsrun, but have reduced I/O capabilities. One of the implications of this is that theconvenient shortcut keys that users may normally employ with a full keyboardmay be unusable on a UMPC since they keys are not present or difficult to usequickly due to their size or placement. Force-based interactions are an interestingalternative, taking advantage of the fact that UMPCs are designed to be grippedby the hands during use.

Page-Down and Alt-Tab Force-Based Interactions. We implemented twoforce-based shortcut key interactions on the UMPC, as shown in Figure 3. Thebend action is used to indicate “page down”, and the twist action is used tochange foreground application (i.e. “alt-tab” under Windows). With both ges-tures we provide an accompanying visual feedback which mimics a real-life inter-action with the application window or document in question. For page-down, weprovide visual feedback as if the user was flicking through a book (by bendingthe book and allowing pages to flick across). Thus, right hand page appears toflip up and over to the left hand side. For the inverse action, page-up, we usethe inverse force, i.e. the user bends the device as if to see the backs of theirhands. For alt-tab, we twist the window vertically from one side of the screento the other, revealing the virtual reverse side of the window, which is the nextwindow. The windows are kept in a persistent order, unlike alt-tab which putsleast-recently-used first. This is so a user can go forwards or backwards fromthe window they are on in a consistent fashion. Users receive differing visualfeedback with the twist direction matching the direction of the force applied.

For prototyping purposes we implemented these gestures as mock-ups ratherthan integrating them into a running system. They are implemented using C#with .NET 3.5 and the Windows Presentation Foundation (WPF) library and weuse Windows Vista as the UMPC’s operating system. A single 3D polygon mesh

Page 8: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

140 J. Scott, L.M. Brown, and M. Molloy

is used for alt-tab, while two meshes are used for the page-down visualisation (thecurrent page and the next page). We have since integrated the alt-tab gesturewith Windows Vista so that twisting causes a screenshot of the current and nextapplications to be captured and the animation to be run with those images.

For both interactions, we have currently implemented the interaction bychanging a single page/application at a time, and the user can control howfar along the animation the system goes by applying a harder or softer force.If the user applies sufficient force to move to the end of the animation (whenthe new page/application is fully revealed) this is committed and as the forcereturns to zero the new page/application will continue to be visible. If the userreleases the force before they have made the animation reach the end, then theanimation goes back to the beginning as the user releases the force, without anypersistent change, i.e. the same page/application is in view. This allows users toapply small forces to see the potential effects (e.g. seeing which window wouldappear when twisting that way) before committing with a larger force.

The UMPCs were used for a demo event at Microsoft where hundreds of noviceusers tried it. Many were able to use the device with no explicit instruction (bywatching it being used by someone else, or reading instructions on a poster),and nearly all users were able to operate it with a few seconds of coaching.

Other Interactions. We do not claim that the mappings chosen are in anyway “best”, merely that they illustrate the potential of force sensing as an input.Other mappings could, of course, be used instead, e.g. twisting could be used toindicate “cut” and bending “paste”.

We did choose the mappings based on the ease of providing visual feedbackthat has strong physical analogies with the applied forces, as we expected (andfound during demos) that this made force-based interaction intuitive to discoverthrough observation, and easy to remember and to use. Such physical analogiesare popular choices in past work, e.g. Harrison’s page turning gesture [5]. Thisanalogous feedback could be extended to other interaction mappings, e.g. twistfor “cut” could involve the cut text twisting in on itself, and bend for “paste”could involve the the document visually bending and splitting to make spacefor the pasted text to appear at the cursor. Again, we expect that the visualmapping will assist users in remembering which force performs which UI action.

Another modification to be explored is that, instead of different force levelsbeing used to move through the animation of a single change, different forcelevels can indicate levels of change or rates of change. For example, the bendforce could cause pages to flip over at a slow rate if applied weakly (such thatone page could be flipped at a time), or at a quick rate if a strong force wasapplied, giving the effect of rapidly flipping through a book.

Aside from visual feedback, the current prototype provides a click sound whenenough force is applied to reach the end of the animation and lock in the newview. Richer audio cues can be incorporated in future, e.g. cues which also matchthe physical action taken such as a crumpling sound or page-flicking sound.Haptic feedback can also be used, particularly since the user is known to begripping the device, furthering the analogy with physical movements.

Page 9: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 141

While these are all exciting possibilities, before looking further into them,in this paper we wish to address more basic questions: how repeatably andaccurately can a number of users apply forces such as bending and twisting todevices. A study of these issues is the subject of the rest of this paper.

5 User Study

We conducted a quantitative user study to assess the capabilities of force sensingas an input method using our prototype. We chose this form of study so as togain understanding of the fundamental capabilities of users to apply forces in acontrolled fashion to mobile devices, thus informing the design of force sensinginterfaces. The study aimed to assess the number of distinct levels of force thata user could reliably “hit”, and the speed at which they could do this, for bothtwisting and bending forces. The methodology was based on that used by Ramoset al. [15]. A screenshot of the software used in the study is shown in Figure 4.

5.1 Participants

Twenty participants were recruited from within our research lab for a betweengroups study with two conditions: in the Bend condition users used the bendgesture to interact with the device, while in the Twist condition they used thetwist gesture. Ten participants (5 male, 5 female) were assigned to the Twist con-dition and ten (6 male, 4 female) to the Bend condition. 80% of the participantswere aged 25-35, the remaining participants divided between the following agegroups: 20-24 (1 participant), 36-40 (1 participant) and 50-55 (2 participants).All but one of the participants were right handed. Around half of the partici-pants were researchers and the others came from a range of job roles, includingIT support, human resources and marketing. Participants were each given a boxof chocolates worth around 5 GBP in thanks for their time.

While conducting the tests, participants were provided with an office chairwith adjustable arms and a desk and could choose to sit in any comfortable

Fig. 4. Screenshot of software for user trials

Page 10: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

142 J. Scott, L.M. Brown, and M. Molloy

way. Some participants leaned on the desk, some sat back in the chair, and somechanged positions during the trial.

5.2 Methodology

Each user trial consisted of a familiarization phase, a training phase, and anexperimental phase. After the first and second phases, device calibration wasundertaken allowing the user to choose their preferred maximum force values toallow for differences in individual strength.

In the familiarization phase, we explained the operation of the device, demon-strated the force gesture being studied, and asked the users to experiment withapplying forces for a period lasting a minimum of two minutes. Whilst applyingforces, users received feedback in the form of a visual “force cursor”, represent-ing the magnitude of the force applied, moving along a horizontal bar. At zeroforce, the cursor was in the middle of the bar, and the user moved the cursor ineither direction by twisting/bending one way or the other. The mapping fromtwisting/bending to left/right was decided by observing the most natural map-ping in pilot tests; this was not a source of confusion to the participants afterthe training phase.

During the calibration that followed, users configured the device with chosenmaximum forces by applying a comfortable but hard force in each directiona minimum of three times. We considered the maximum force a user to becomfortable with to be an individual personalization setting (akin to mousesensitivity).

Both the training and test phases involved the same overall structure of blocksof tests, with the training phase simply allowing the user to become accustomedto the type of tests being applied. This method was based on the discrete taskvariation of the Fitts’ Law task [16]. A block of tests involved a set numberof targets on the screen uniformly filling the space between zero force and themaximum configured force in each direction (i.e. for “two target” tests therewere actually two targets in each direction). Figure 4 illustrates a test with fourtargets on each side (i.e. targets with the same width but varying “amplitudes”in the normal Fitts’ Law terminology). For each test, the user was first madeto keep the device at zero force for two seconds which left the cursor at thehome position in the centre of the screen. Then, a single target was colouredpurple and the user was asked to move the force cursor as quickly as possibleinto the coloured target, and then to hold the force cursor inside the target for2 seconds. To aid the user, the currently-aimed-at target was highlighted with ayellow glow. After the target was acquired (i.e. the force cursor was kept insidethe target for 2 continuous seconds), the purple marking disappeared and theuser was instructed on screen to return the force to zero before the next targetappeared.

We deliberately chose not to include a button for users to click on a tar-get as soon as they enter it, for three main reasons. First, because the trialwas conducted using a two-handed grip, adding a button would add a significant

Page 11: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 143

new demand on one of the hands applying forces. Second, with force sensingusers can change the position and grip style of their hands, so it was not clearwhere a button would be placed. Third, we wanted to explore the potential forbutton-free interaction with force sensing.

In a given block of tests, users had to acquire each target precisely once,though the targets were presented in random order during a block. During ablock of tests the targets were presented immediately one after the other (witha minimum 2-second zero-force period in between). After each block of tests wascompleted, the user was offered the chance to take a break, and had to press atouch screen button to continue to the next block.

During the training phase there were four blocks with 2, 4, 6 and then 8targets in each direction, allowing the user to become accustomed to the systemthrough progressively harder tasks. After the training phase, the user was giventhe opportunity to recalibrate the force maximums.

During the main experiment phase, the number of targets in a given blockwas varied between 2, 3, 4, 5, 6, 7 and 8 targets in each direction, with blocksfor each number of targets appearing three times, once during each of threecycles. During the cycles, the order of number of targets was randomized. Intotal, each participant was asked to acquire 210 targets during the experimentphase, covering a wide range of widths and amplitudes. The total duration ofthe study was around 50 minutes per participant.

In case of major difficulty in acquiring a target, after 10 seconds a “skip” touchscreen button became available for the user along with on-screen instructionsthat they could skip the target if they were finding it too difficult.

6 Results from the User Study

In all the times presented below, the final two seconds are not included, i.e. thetime is reported until the target is entered by the force cursor at the beginningof the two continuous seconds required for the test to be complete.

One participant’s data has been excluded from the Bend condition as theprototype broke during the trial and it had to be aborted. The prototype wassubsequently repaired before further trials. Therefore the data reported hereinis only for the remaining nine participants.

Analysis of the data for the Twist condition showed outlier behaviour forone participant (average times more than two standard deviations worse thanthe mean for the majority of targets). Therefore, this data has been excludedto allow analysis of the behavior of the non-outlying participants. At the sametime, we must conclude that some users may have difficulty using a force sensingsystem and may be more comfortable with another input mechanism.

In this section we present the raw results and statistical analysis, discussingtheir implications in the next section. We do not present or analyse data from thetraining phase except where specially noted. While we offered users the abilityto skip targets, in a total of 3780 experiment-phase targets presented to the 18non-excluded participants, only 10 were skipped (0.3%).

Page 12: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

144 J. Scott, L.M. Brown, and M. Molloy

Fig. 5. Effect of participant experience on target acquisition time

6.1 Learning Effects and Effects of Gesture Type

Figure 5 shows the effect of the cycle on the average target acquisition time (cycle0 is the training phase). Two within groups ANOVAs (analyses of variance)were carried out, one for each gesture type, to investigate whether there wasany significant learning effect. For the Bend gesture, the ANOVA showed nosignificant difference between cycles. The ANOVA for the twist gesture, on theother hand, showed a significant effect of cycle (F(3,24)=7.09, p<0.01). Post-hocTukey tests showed that there was a significant difference (p<0.01) between thetraining cycle and cycles 2 and 3.

Excluding the training phase, the mean target acquisition time (across alltargets) was 1.6 seconds for Bend and 3 seconds for Twist. A between groupsANOVA showed that the average time was significantly faster for the bend ges-ture F(1,16)=14.34, p<0.01).

6.2 Effect of Number of Targets/Target Width

Figure 6 shows the effect of number of targets on the average target acquisitiontime, with error bars indicating the standard deviation for variation betweenparticipants. Since targets in a given block of tests filled the whole force bar,the number of targets is inversely proportional to the width of each target. Notethat in the figures and discussion, we describe the number of targets in eachdirection, i.e. there are twice as many targets on the screen.

The graph shows that, for both conditions, the average target acquisitiontime increased as the number of targets increased (and width decreased). Twowithin-group ANOVAs were carried out, one for each gesture. These showed sig-nificant effects of number of targets on performance for both gestures (for Bend,F(6,160) = 55.11, p<0.01 and for Twist, F(6,160) = 23.06, p<0.01). Post hocTukey tests showed significant (p<0.05) differences between numbers of targetsas follows.

Page 13: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 145

Fig. 6. Effect of different numbers of targets on average target acquisition time

For Bend:2 was significantly faster than 4, 5, 6, 7 and 83 was significantly faster than 5, 6, 7 and 84 and 5 were significantly faster than 6, 7 and 86 and 7 were significantly faster than 8

For Twist:2 was significantly faster than 4, 5, 6, 7 and 83 was significantly faster than 5, 6, 7 and 84 and 5 were significantly faster than 7 and 8

6.3 Effects of Target Position

Figure 7 plots the effect of target position, direction, and number of targets ineach direction on target acquisition time. For the Bend condition, overall, thetime taken to acquire a target decreased as the distance increased (although itcan be seen that this effect is less when fewer targets are present). It can beobserved that the most difficult target to acquire was the closest target to theleft of the zero force position. This is borne out by the analysis. Within-groupsANOVAs were performed for each number of targets and showed that, for everynumber of targets except 3 and 4 targets, there was a significant effect of targetposition (p<0.05). Post hoc Tukey tests showed that this was due almost entirelyto the first target to the left being significantly slower to acquire than almost allother targets.

A similar pattern is observed for the Twist condition. The first target tothe left is again the hardest to acquire. The analysis confirms this: individualANOVAs for each number of targets showed a significant effect of target position(p<0.05) for all numbers of targets except when there were only 2 targets. Posthoc Tukey tests again revealed that, apart from a few other isolated cases, thisresult was due to the first target to the left taking significantly longer to acquire

Page 14: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

146 J. Scott, L.M. Brown, and M. Molloy

Fig. 7. Target acquisition times for different numbers of targets and target positions.Note different y axis scales.

Page 15: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 147

than almost all other targets. It should be noted that “left” for twist and bendare two very different gestures.

We also observe an increase in the time taken for the furthest target to theleft in the Twist condition, especially when 5–8 targets are present. However,ANOVA tests found no significant difference between these points and any otherpositions. Nonetheless it is interesting to note that there is a slight differencebetween bend and twist for the highest-force targets. Bending remains at thesame level of ease, while twisting hard enough to reach the furthest targetsseems more difficult.

7 Discussion

Our data shows that target acquisition is significantly faster in the Bend condi-tion than in the Twist condition. The Bend gesture was learned faster, and alsoperformed better throughout the experiment. There are a number of possiblecauses of this difference. Despite designing for stiffness, our prototype deformsnoticeably during bending but much less so for twisting, which may make iteasier for users to apply force in the direction that our force sensors are alignedwith, i.e. the deformation acts as a guide. This deformation also meant that usersmay have avoided setting maximum bend force too high for fear of breaking theprototype, thus making the “far” targets simpler to reach. Twisting performanceimproved significantly during the experiment, so it is possible that with everydayuse a user might reach equivalent proficiency in both gestures.

7.1 Fitts’ Law

As Fitts’ Law is applicable to many input devices and its implications affect thedesign of user interfaces, we tested its applicability for force sensing. The Fitts’Law model (Shannon formulation [16]) is expressed as follows, where ID is theindex of difficulty, A is the amplitude or distance to the target and W is thetarget width (inversely proportional to the number of targets).

ID = log2(A/W + 1)

If Fitts’ Law were to apply to force-based interfaces, we would expect thatthe target acquisition time would increase as the number of targets increased,and this was borne out by our results. However, Fitts’ Law would also cause usto expect that target acquisition time would increase as the distance to targetincreased. Our data shows that this is not the case: acquisition time does notincrease as distance to target increases, and for the case of the closest-left targetfor both gestures, it actually significantly decreases for further away targets.MacKenzie [16] noted that force-based devices (e.g. isometric joysticks) undergonegligible limb motion compared to a device like a mouse, and that Fitts’ Lawmay be a poor fit for modeling the performance of such devices; our resultsconfirm that this is true for twisting and bending forces.

Page 16: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

148 J. Scott, L.M. Brown, and M. Molloy

7.2 Reaction Time, Movement Time and Jitter

To further understand our results, we looked at a breakdown of target acquisitiontime into several stages: reaction time before any movement occurred, movementtime until the target was first entered, and jitter time during which the targetwas left and re-entered any number of times before the final entry (when theforce level was held in-target for 2 seconds continuously). Reaction times weregenerally low (0.6s for bend, 0.8s for twist) and consistent (they do not changebased on size or position of target). The exceptions to this are for the lowest-force targets for which reaction times are slightly higher, which can be explainedby the user attempting to apply a very small force, and therefore applying anundetectably small force to start with. This reinforces the conclusion that smallforces are harder to apply than large forces.

Movement time to first entering a target generally shows a minor increaseas the distance to the target increases. The exception is for the far-left casein many-target cases of the Twist condition, for which the average time spikeshigher. By observing participants we could see that this was due to participantssometimes being unable to reach these targets despite applying hard force, andlater finding that they needed to be more precise about the angle at which theforce was applied. This may be eliminated with practise by the user or with afurther refined implementation which is more forgiving with regards to the anglethat the force is applied.

Reaction time plus movement time typically accounts for up to 1 second ofacquisition time for bend targets, and up to 1.5 seconds for twist targets. There-fore, by examining Figure 7 we can see that jitter time accounts for much ofthe acquisition time with 5 targets or more. Unlike other input systems suchas a mouse which requires zero effort to hold in one place, the user must applyactive effort to hold the force in one place for 2 seconds, and errors in keeping aconstant force cause jitter.

We can speculate as to a number of sources of the high jitter time when usersapply low forces for both gestures. The prototype device experiences some elasticdeformation which interferes with sensing at small force levels, however, the factthat the same result is found for two different force gestures suggests that it is nota problem with the particular sensor mounting used. Some degree of elasticity ispresent in all devices. Another explanation is that, given the users are alreadyapplying a force with their hands to support the weight of the UMPC, it maybe difficult for users to modulate the forces they apply by small amounts whilekeeping the UMPC balanced in their hands, and it is easier to apply larger forcesof similar or greater magnitude than the supporting forces.

7.3 Implications for Design of Force-Based Interfaces

A number of implications for the design of interfaces using force sensing can bedrawn out of these results. The bend gesture performs significantly better thanthe twist gesture and, therefore, can be used when more targets are required.Target acquisition time increases as the number of targets increases, so there is

Page 17: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

Mobile Device Interaction with Force Sensing 149

a tradeoff between speed and number of targets. Since acquisition time increasesfor targets with low force, user interfaces should use avoid the use of such targets,or use wider targets at low forces.

To avoid jitter time overhead in force sensing based systems, we could exploreadding a “select” mechanism which might be a button, another force gesture(e.g. a squeezing gesture), or something else. Alternatively, as with our exampleuse of force sensing for alt-tab and page-down/up, we can make the interactionsthreshold-based, therefore eliminating any jitter as the force can immediately goback to zero after the threshold is reached.

8 Conclusions

Force sensing can be used for user inputs through applying physical forces suchas twist and bend to mobile devices. We described a prototype implementationusing pressure sensors added to a UMPC, and example uses of force sensingto perform shortcut key functionality that is otherwise missing from mobilePCs, for application switching (alt-tab) and page turning (page down/up). Theseinteractions benefit from visual feedback which is related to the physical forcesthe user applies, therefore making them easier to learn and use.

We presented a user study into human abilities to apply bending and twistingforces at certain levels. We found that users performed bending quicker thantwisting, that up to 4-5 separate levels of force were applyable by users withoutexcess “jitter” in holding the force at that level, and that low levels of force weremore difficult for users to apply than higher levels of force.

This work opens up a rich set of further research into force sensing as aninteraction mechanism. One area of exploration is how best to map force inputsto user interface actions, for shortcut key replacement or otherwise. Alongsidethis it will be useful to investigate how best to integrate visual, audio and hapticfeedback for force-based interaction. Future work can also explore other types offorce sensor and how best to integrate force sensing into mass-produced mobiledevices. Finally, it will be interesting to see how force sensing can be used incombination with other input types (e.g. touch-based or position/orientation-based) in order to take best advantage of each mechanism.

References

1. Rekimoto, J.: Tilting operations for small screen interfaces. In: Proceedings ofUIST 1996. ACM Press, New York (1996)

2. Hinckley, K., Pierce, J., Sinclair, M., Horvitz, E.: Sensing techniques for mobileinteraction. In: Proceedings of UIST 2000 (2000)

3. Williamson, J., Murray-Smith, R., Hughes, S.: Shoogle: Excitatory multimodalinteraction on mobile devices. In: Proceedings of CHI 2007. ACM Press, New York(2007)

4. Schwesig, C., Poupyrev, I., Mori, E.: Gummi: a bendable computer. In: Proceedingsof CHI 2004. ACM Press, New York (2004)

Page 18: Mobile Device Interaction with Force Sensing · Mobile Device Interaction with Force Sensing 135 Fig.1. Four force gestures that can be sensed 3 Sensing User-Applied Forces Physical

150 J. Scott, L.M. Brown, and M. Molloy

5. Harrison, B.L., Fishkin, K.P., Gujar, A., Mochon, C., Want, R.: Squeeze me, holdme, tilt me! an exploration of manipulative user interfaces. In: Proceedings of CHI1998. ACM Press, New York (1998)

6. Rekimoto, J., Schwesig, C.: Presenseii: bi-directional touch and pressure sensinginteractions with tactile feedback. In: Extended Abstracts of CHI 2006. ACM Press,New York (2006)

7. Mizobuchi, S., Terasaki, S., Keski-Jaskari, T., Nousiainen, J., Ryynanen, M., Sil-fverberg, M.: Making an impression: force-controlled pen input for handheld de-vices. In: Extended Abstracts of CHI 2005. ACM Press, New York (2005)

8. Jeong, D.H., Jeon, Y.H., Kim, J.K., Sim, S., Song, C.G.: Force-based velocitycontrol technique in immersive v. e. In: Proceedings of GRAPHITE 2004. ACMPress, New York (2004)

9. MacLean, K.E., Shaver, M.J., Pai, D.K.: Handheld haptics: A usb media controllerwith force sensing. In: Proceedings of HAPTICS 2002. IEEE, Los Alamitos (2002)

10. Snibbe, S.S., Shaw, R., Roderick, J.: Haptic techniques for media control. In: Pro-ceedings of UIST 2001. ACM Press, New York (2001)

11. Herkenrath, G., Karrer, T., Borchers, J.: Twend: Twisting and bending as newinteraction gesture in mobile devices. In: Extended Abstracts of CHI 2008. ACMPress, New York (2008)

12. Watanabe, J., Mochizuki, A., Horry, Y.: Bookisheet: Bendable device for brows-ing content using the metaphor of leafing through the pages. In: Proceedings ofUbiComp 2008 (2008)

13. Ishii, H., Ullmer, B.: Tangible bits: Towards seamless interfaces between people,bits and atoms. In: Proceedings of CHI 1997. ACM Press, New York (1997)

14. Fishkin, K.: A taxonomy for and analysis of tangible interfaces. Personal and Ubiq-uitous Computing 8(5), 347–358 (2004)

15. Ramos, G., Boulos, M., Balakrishnan, R.: Pressure widgets. In: Proceedings of CHI2004. ACM Press, New York (2004)

16. MacKenzie, I.S.: Movement time prediction in human-computer interfaces. In:Readings in human-computer interaction, 2nd edn. Kaufmann, San Francisco